Good find, not a pain to fix at all just forgot to update the beamstate.lua script because I didn't notice any issues. Replace userfolder/lua/vehicle/beamstate.lua with this updated script and it should work as expected.
Oops, this is my first time commenting on a beamng drive (Mod BeamLR) post, I wanted to know how to get mod cars to sell in shops, could anyone teach me?
Version 1.14.1 has been released, this small update addresses some issues reported for version 1.14 and also adds a few features I implemented since 1.14 released. This includes revamped gas stations (refueling process more realistic, new SFX used, dynamic price displays on west coast) and a new option for instant traffic toggling to remove lag when spawning traffic after a new race. This last feature does reduce perceived traffic diversity as it uses the same vehicles throughout a session and also uses the same amount of RAM when traffic is disabled to store the traffic pool so it can be quickly re-enabled later which may reduce performance on systems that don't have a lot of RAM (seems to be about 120 MB per traffic vehicle). The ks_nord addon has also been updated for the most recent map version, if you use it make sure to update the base map as well as the addon itself. Added smooth refueling mechanic & new gas station sound effects Added Instant Traffic Toggle option (removes lag when spawning traffic after race) Added Manual Traffic Toggle to options menu Added dynamic gas station display implementation (only works on west coast for now) Modified "Play Sound" flowgraph node to allow stopping looping sounds Fixed game wide T-series coupler issue due to outdated beamstate.lua script Fixed repair cost not using saved minimum value with enabled advanced repair cost Updated ks_nord addon mod version to v20231124_v2 Fixed west coast scrapyard missing data
Here is a video preview of the improved fuel system coming to next version of BeamLR. The new fuel system adds different Gasoline tiers as well as Diesel. Gasoline tiers are Regular, Mid-Grade and Premium. Using better gasoline tiers gives a slight increase to output torque, this is not 100% realistic (from what I understand in real life high octane fuel is used in high compression engines to prevent knock which means it must be used to achieve full performance) but makes sense for gameplay in a racing game. The fuel quality and output torque increase is calculated by checking the ratio of different fuel tiers in the fuel tank. For example, a gas tank that contains 100% Mid-Grade fuel has a fuel quality of 110%, with Premium fuel it would be 120%. Any different mix is calculated accordingly, for example 50/50 Regular and Mid-Grade would have a fuel quality of 105%. This value is used to scale the engine's output torque. With the addition of Diesel, checks are now performed when refueling so that when the incorrect fuel type is used (For example Diesel in a Gasoline engine), the engine will be disabled and can only be fixed by first draining the tank before adding the correct fuel type. For the first release of this feature price scaling between fuel types and tiers is hardcoded however future versions may add map-based fuel price scaling since I believe Diesel is cheaper in Europe than in the US. On another note, I've found and fixed a bug with the config loading system caused by a vanilla function getting renamed. This will be fixed in next version however to fix it yourself open the script userfolder/scripts/betterpartmgmt.lua and change line 163 to this: Code: extensions.core_vehicle_partmgmt.loadLocal(file)
The street race on east coast seem's broken, the AI doesn't move or even rev the engine. Drag and Offroad races work fine though.
It isn't very realistic, you're right. If you were driving a car that uses 87 and you went to fill it up with 93 you're not gonna get more power you're just gonna lower the lifetime of your engine and possibly damage it. Also, BeamNG isn't a racing game. But interesting concept for a mod nonetheless.
Except for some modern cars it is perfectly realistic. Ford's EcoBoost engine for example is designed to use 87 octane in normal operation, but the car's computer detects what octane the fuel you put in it is and adjusts how the engine runs accordingly. Because of this, the engine makes more power when using higher octane fuels like 91 or 93. Yes, it won't make sense for the some of the vehicles in this game, but this "interesting concept for a mod" is perfectly grounded in reality.
Does it affect every race for that club or just specific races? I'll check it out, perhaps some waypoints have been removed which could break the AI pathing. If devs eventually add a preferred fuel octane rating to engines jbeam info I'll add an option for more realistic fuel octane behavior, perhaps by reducing the performance of vehicles that require high octane when lower octane fuel is used also slowly damaging the engine. Same thing for the reverse case, though I can't seem to find sources that say this would damage the engine as most seem to claim it reduces performance and fuel economy. Until then this is the best way I could think of to implement the fuel tiers in a way that gives them a purpose. Also I'm referring to this mod when I say "racing game" as it is pretty focused on racing gameplay, though the steam page for the game states "driving game" so it's not that far off. That's cool, I had heard about this tech before but it's pretty neat how the ECU detects octane rating through engine knock and adjusts the timing to compensate. The engineers that came up with this idea are geniuses. One can only hope BeamNG devs will add this feature to a modernized D-series.
I was speaking in general. And in general, unfortunately, throwing the wrong kinda fuel at an engine will cause innumerable problems. Just because Ford's EcoBoost engine might be able to handle 93, doesn't necessarily mean that's the case for every engine. In fact, even just speaking in reference to Ford (which is an awful brand I'm sorry) generally with Ford engines giving them the wrong fuel would probably just kill the engine after a while provided it doesn't throw a thousand codes at you and blow up before you even leave the filling station. I'm afraid you aren't 100% sure about the science behind octane ratings, and what they represent, or how they affect an engine. But if you want to put premium in an engine asking for 87, go right ahead. And while yes, modern cars have fancy engines with computers that can dictate how the engine runs in certain situations, that doesn't absolve you from the hundreds of consequences for giving the wrong fuel to a car. I mean, I'm not gonna go into the nuance of it all because I don't want to and you're probably just gonna respond with somethin like "my buddy's Camry can handle AVGAS so therefore every car can" but I can promise you if you ask a qualified individual they're probably gonna tell you you're just gonna kill your car regardless if you make moar powah or not. If you want power, go for it, but giving your car the wrong fluids isn't a shortcut to turning your Ford Edge into a Corvette killer race car. --- Post updated --- Yeah when I left that comment I didn't realize this was a whole mod dedicated to SLR, I was thinking this was just a simple fuel system overhaul for the game. But yea BeamNG with SLR does make it a racing game. That was my mistake, I do apologize for any confusion there. Once again very interesting concept and I can't wait to see how it plays out.
I checked and some waypoints were removed from the map. Pretty much every race from that club starts with "wp148" and it doesn't exist anymore. It'll be fixed for next version, for now I've attached a fixed level file to this post (had to archive it otherwise the name didn't stay intact). You need to replace this file: Code: userfolder/levels/east_coast_usa/main/MissionGroup/AIWaypointsGroup/items.level.json It should bring back the necessary waypoints and should fix races. I've only tested a few since I don't have the time to test all of them so let me know if there are other problems. No worries, did you come from the youtube video? If so I can see how you got confused lol. For some reason the algorithm decided to suggest it quite a bit more than my usual uploads.
No just the recent tab on the forums. The one on the left when you're on the homepage of the forums that shows the most recently replied to threads.
Where can I find the ks_nord Update as standalone download? I've got an older version from early 2023 Edit: Nvm found it - The search does not index the attachment properly https://www.beamng.com/threads/nürburgring-nordschleife-gp-strecke.95307/
As someone who's had a Focus ST for the last 7 years, it actually works the other way around for the most common EcoBoosts. The factory ECU calibration is designed for 91-93 (US measurement) octane and anything lower is sub-optimal for the engine. When lower octane fuels are detected, it pulls back the timing advance (and lowers other parameters) to prevent knock. When this happens, the car basically cuts power until the knock sensors say it's safe. It isn't that 93 gives it a power bump - it's the intended octane. The only reason it can barely handle anything lower is that Ford wanted to advertise that the cars can use cheaper fuel, since they decided to stuff the 1.6 and 2.0 EcoBoosts in so many different cars.